Erie
Hit Points4,950 |
152 mm/47 Mk.17 on a Mk.18 mount4 х 1 pcs. |
Rate of Fire10 shots/min. |
Reload Time6 sec. |
Rotation Speed9 deg./sec. |
180 Degree Turn Time20 sec. |
Firing Range9.59 km. |
Maximum Dispersion86 m. |
HE Shell152 mm HE/HC Mk34T |
Maximum HE Shell Damage1,100 |
Chance of Fire on Target Caused by HE Shell12 % |
Initial HE Shell Velocity853 m./s. |
HE Shell Weight47.6 kg. |
28 mm Mk.1 on a Mk.2 mount4 х 4 pcs. |
. . . Average Damage per Second2.72 |
. . . Firing Range0.75 km. |
Maximum Speed20 knot |
Turning Circle Radius310 m. |
Rudder Shift Time2.8 sec. |
Surface Detectability Range8.03 km. |
Air Detectability Range4.67 km. |
Erie — American Tier I cruiser.
The Erie-class patrol gunboats were designed as small multipurpose ships capable of performing a wide range of tasks, from artillery support of landing operations to protection of convoys. The ships were well-armored and well-armed for their size. They were the first in the U.S. Navy to receive automatic AA guns.
Modules
Hit Points (HP) | Armor (mm) | Armor (mm) | Main Turrets (pcs.) | Secondary Gun Turrets (pcs.) | AA Mounts (pcs.) | Torpedo Tubes (pcs.) | Hangar Capacity (pcs.) |
Research price (exp) |
Purchase price () | ||
---|---|---|---|---|---|---|---|---|---|---|---|
Erie (A) | 4,950 | 6 | 88 | 4 | 4 | 0 | 0 |
Compatible Upgrades
Slot 1 |
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Player Opinion
Performance
Pros:
- Brilliant armor (best of all Tier I ships).
- Highest chance of causing a fire of all Tier I ships.
- 9.6km Gun range.
- Guns are quite accurate with a small dispersion arc.
- Largest caliber guns of all Tier I ships.
Cons:
- Longest reload time of all Tier I ships (together with Black Swan).
- Second-slowest turret rotation of all Tier I ships.
- Lowest damage per minute of all Tier I ships.
- Big and therefore easy to hit.
- Seems to lose its forward gun often.
- Can get ahead of its support ships and get caught alone.
- The concealment is almost useless as she only has guns to rely on.
See also: Comparison of Tier I Cruisers.
Research
Optimal Configuration
Upgrades
- Slot 1: Main Armaments Modification 1 keeps the guns active and firing.
Commander Skills
As it is unexpected that players will seriously consider playing Erie longer than necessary or that players will consider assigning a skilled captain to her, the following is primarily aimed at players new to the game and players just beginning the US cruiser line. The skills listed will be generally useful to all ships in the line, excepting Inertia Fuse for HE Shells, which becomes a point liability past Tier VI.
Recommended Commander Skills | ||||||||
---|---|---|---|---|---|---|---|---|
Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★ |
★★ |
Χ |
Χ |
Χ |
Χ |
★ |
Χ |
2 |
★★ |
Χ |
★ |
Χ |
Χ |
Χ |
★★★ |
★★ |
3 |
★ |
★★ |
Χ |
Χ |
★★★ |
Χ |
★★★ |
|
4 |
Χ |
★ |
|
Χ |
★ |
Χ |
★★ |
★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
As a Tier I ship, Erie has access to only Damage Control Party .
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectibility range.
Signals
As a Tier I ship, it is highly recommended to save signals for use in the later tiers. But should the player have a surplus and enjoy playing this ship, they should utilize the following recommended signals.
Recommended Signal Flags | |||||
---|---|---|---|---|---|
Combat | |||||
★ |
|
★★ |
★★ |
★★★ |
★★★ |
|
|
|
★★ |
★ |
|
|
|
Note: Use of the Juliet Charlie signal makes detonation impossible.